I'll address the following points:
- the health secondary gear attribute is rarely used;
- the significance and effective use of the health attribute
I agree that health is rarely an attributed considered in a build - well, it once was when the backpack talent 'Clutch' restored health and armour at a higher rate upon critical hit than it is now. The way in which Health can be used is by running a Hunter's Fury (which has 100% health on kill (ideal for recovering from close calls)) build or anything that grants you 'Health on Kill'. Otherwise, there are better attributes to use rather than Health. Therefore, there are not many reasons to have 'health' on your build.
Guardian Mastery vs Simplifying Defensive Core Attributes
Regarding the proposed idea behind weapon control, Guardian Mastery, this seems rather complicated as well as potentially detrimental to PvP. For example, players who run 4-6 Defensive Core Attributes, Lady Death, Intimidate and Adrenaline Rush reap the benefits of being tanky while dealing incredible damage - something that All Offensive Core Attribute/ Red Builds cannot usually win against. By giving this particular playstyle 4% damage reduction and additional armour on kill, the build I mentioned earlier becomes too powerful in PvP. I like the idea, I really do, but the costs currently outweigh the benefits in this situation.
What I propose instead is tying the secondary health attribute (perhaps even protection from elites and/or hazard protection stats) to the Defensive Core Attribute. This means that you cannot have health as a secondary attribute but makes you tankier. However, to address the PvP issue I mentioned earlier it would be best if players who run Defensive Core Attributes lose somewhere between 5%-15% weapon damage so that players have to carefully think about what kind of build they will run. If you want to deal damage, invest in reds/ offensive core attributes. If you want to invest in survivability at the expense of dealing less damage, go for blues/ defensive core attributes. What this does is it simplifies the approach to tank builds as well as potentially allowing DPS players not to be out DPS'd by tank builds that run 4-6 blues.
511 Idea
The 511 brandset is probably only useful to make a hazard build. Restructuring the brandset will take more time to address in comparison to what was proposed in this thread.
Explosive Resistance:
Just tie it to Defensive Core Attributes similar to what was suggested above.
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